forked from 1b-agent/opencadstudio-upstream
3DFACE entities previously created one WireGpu buffer per entity, resulting in N separate draw calls per frame. For files with large triangle meshes this was the dominant GPU CPU overhead. New pipeline: - face3d.wgsl: simple flat-color vertex + fragment shader (MVP only, no quad expansion, no pattern distance computation) - Face3DGpu: batches ALL Face3D entities into a single TriangleList buffer (6 vertices per face, per-vertex color) — 1 draw call - WireGpu::from_batch: merges N Face3D edge wire models into one quad-expanded buffer for edge rendering — 1 draw call - split_face3d_wires: separates face3d from other wires at Primitive build time via document handle lookup (O(N), once per epoch) Hit-testing via WireModel (CPU) is unaffected — face3d wires remain in entity_wires_arc() and hit_test_wires() as before. Before: N 3DFACE → N draw calls, N × 96 B/vertex WireVertex After: N 3DFACE → 2 draw calls (fill + edges), 28 B/vertex fill Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
475 lines
16 KiB
Rust
475 lines
16 KiB
Rust
// GPU rendering primitives, shader::Program / shader::Primitive impls,
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// and entity render-style helpers for the Scene.
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use acadrust::tables::LineType;
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use acadrust::types::{Color as AcadColor, LineWeight};
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use acadrust::{CadDocument, EntityType, Handle};
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use glam::Mat4;
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use iced::mouse;
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use iced::widget::shader::{self, Viewport};
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use iced::{Rectangle, Size};
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use std::sync::Arc;
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use super::pipeline::viewcube::{hover_id, VIEWCUBE_PX};
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use super::pipeline::Pipeline;
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use super::tessellate;
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use super::{HatchModel, ImageModel, MeshModel, Scene, Uniforms, WireModel};
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// ── PaperViewportPipeline / PaperViewportPrimitive ────────────────────────
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//
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// Newtype wrappers around Pipeline / Primitive so that the active-MSPACE
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// viewport widget gets its own Iced storage entry (keyed by TypeId of the
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// Pipeline type). This prevents the shared-pipeline prepare() overwrite
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// that occurs when PaperSheet and the viewport widget both use `Pipeline`.
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/// Dedicated pipeline for the MSPACE active-viewport shader widget.
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pub struct PaperViewportPipeline(pub(super) Pipeline);
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impl iced::widget::shader::Pipeline for PaperViewportPipeline {
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fn new(
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device: &iced::wgpu::Device,
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queue: &iced::wgpu::Queue,
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format: iced::wgpu::TextureFormat,
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) -> Self {
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Self(Pipeline::new(device, queue, format))
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}
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}
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/// Primitive returned by `PaperViewportPane`; delegates everything to the
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/// inner `Primitive` via the dedicated `PaperViewportPipeline`.
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#[derive(Debug)]
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pub struct PaperViewportPrimitive(pub(super) Primitive);
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impl shader::Primitive for PaperViewportPrimitive {
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type Pipeline = PaperViewportPipeline;
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fn prepare(
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&self,
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pipeline: &mut PaperViewportPipeline,
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device: &iced::wgpu::Device,
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queue: &iced::wgpu::Queue,
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bounds: &Rectangle,
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viewport: &Viewport,
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) {
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self.0.prepare(&mut pipeline.0, device, queue, bounds, viewport);
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}
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fn render(
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&self,
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pipeline: &PaperViewportPipeline,
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encoder: &mut iced::wgpu::CommandEncoder,
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target: &iced::wgpu::TextureView,
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clip: &Rectangle<u32>,
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) {
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self.0.render(&pipeline.0, encoder, target, clip);
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}
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}
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// ── Camera hover state (shader::Program::State) ───────────────────────────
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#[derive(Clone, Default)]
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pub struct CameraState {
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pub hover_region: Option<usize>,
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}
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// ── GPU primitive ─────────────────────────────────────────────────────────
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#[derive(Debug)]
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pub struct Primitive {
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pub(super) wires: Arc<Vec<WireModel>>,
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/// 3DFACE entity wires — separated so they are uploaded to the dedicated
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/// face3d pipeline (fill + batched edges) instead of N individual WireGpu.
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pub(super) face3d_wires: Arc<Vec<WireModel>>,
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pub(super) hatches: Arc<Vec<HatchModel>>,
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/// Wipeout fills — rendered in a separate pass AFTER wires.
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pub(super) wipeout_hatches: Arc<Vec<HatchModel>>,
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pub(super) images: Arc<Vec<ImageModel>>,
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pub(super) meshes: Arc<Vec<MeshModel>>,
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pub(super) uniforms: Uniforms,
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/// Camera rotation matrix derived from the quaternion.
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/// Used by the ViewCube pipeline — no gimbal lock.
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pub(super) cam_rotation: Mat4,
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pub(super) hover_region: Option<usize>,
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/// Background color used to clear the MSAA buffer at the start of each frame.
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pub(super) bg_color: [f32; 4],
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pub(super) show_viewcube: bool,
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pub(super) geometry_epoch: u64,
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}
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// ── shader::Primitive impl ────────────────────────────────────────────────
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impl shader::Primitive for Primitive {
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type Pipeline = Pipeline;
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fn prepare(
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&self,
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pipeline: &mut Pipeline,
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device: &iced::wgpu::Device,
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queue: &iced::wgpu::Queue,
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bounds: &Rectangle,
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viewport: &Viewport,
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) {
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let phys = viewport.physical_size();
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let full_size = Size::new(phys.width, phys.height);
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// MSAA and depth textures are sized to the shader widget's clip bounds,
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// not the full surface — so the MSAA resolve can't overwrite other widgets.
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let scale = viewport.scale_factor() as f32;
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let clip_size = Size::new(
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(bounds.width * scale).ceil() as u32,
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(bounds.height * scale).ceil() as u32,
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);
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pipeline.ensure_depth_texture(device, clip_size);
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pipeline.viewcube.ensure_depth_texture(device, full_size);
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pipeline.upload_uniforms(queue, &self.uniforms);
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if self.geometry_epoch != pipeline.cached_epoch {
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pipeline.upload_hatches(device, &self.hatches[..]);
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pipeline.upload_wipeouts(device, &self.wipeout_hatches[..]);
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pipeline.upload_images(device, queue, &self.images[..]);
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pipeline.upload_meshes(device, &self.meshes[..]);
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pipeline.upload_wires(device, &self.wires[..]);
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pipeline.upload_face3d(device, &self.face3d_wires[..]);
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pipeline.cached_epoch = self.geometry_epoch;
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}
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if self.show_viewcube {
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pipeline.viewcube.upload(
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queue,
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self.cam_rotation,
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bounds.width as u32,
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bounds.height as u32,
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self.hover_region,
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);
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}
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}
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fn render(
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&self,
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pipeline: &Pipeline,
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encoder: &mut iced::wgpu::CommandEncoder,
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target: &iced::wgpu::TextureView,
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clip: &Rectangle<u32>,
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) {
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pipeline.render(encoder, target, *clip, self.bg_color);
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if self.show_viewcube {
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pipeline.viewcube.render(encoder, target, *clip);
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}
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}
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}
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// ── Render-style helpers (impl Scene) ────────────────────────────────────
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impl Scene {
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/// Returns (entity_color, pattern_length, pattern, line_weight_px, aci).
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pub(super) fn render_style(&self, e: &EntityType) -> ([f32; 4], f32, [f32; 8], f32, u8) {
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render_style_for(&self.document, e)
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}
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}
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// ── Document-only render-style helpers (no &self, safe to call from parallel contexts) ──
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/// Resolves the effective linetype name for an entity, falling back to the
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/// layer's linetype when the entity's own linetype is "ByLayer".
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pub(super) fn linetype_name_for<'a>(document: &'a CadDocument, e: &'a EntityType) -> &'a str {
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let elt = &e.common().linetype;
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if elt.is_empty() || elt.eq_ignore_ascii_case("bylayer") {
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document
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.layers
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.get(&e.common().layer)
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.map(|l| l.line_type.as_str())
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.unwrap_or("Continuous")
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} else {
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elt.as_str()
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}
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}
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/// Returns `(entity_color, pattern_length, pattern, line_weight_px, aci)` for
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/// an entity, resolving ByLayer color and linetype from the document.
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pub(super) fn render_style_for(
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document: &CadDocument,
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e: &EntityType,
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) -> ([f32; 4], f32, [f32; 8], f32, u8) {
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let layer_name = &e.common().layer;
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let (entity_color, aci) = {
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let ec = &e.common().color;
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let resolved = if *ec == AcadColor::ByLayer {
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document
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.layers
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.get(layer_name)
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.map(|l| &l.color)
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.unwrap_or(&AcadColor::WHITE)
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} else {
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ec
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};
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let aci = match resolved {
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AcadColor::Index(i) => *i,
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_ => 0,
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};
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let [r, g, b, _] = tessellate::aci_to_rgba(resolved);
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let alpha = 1.0 - e.common().transparency.as_percent() as f32;
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([r, g, b, alpha], aci)
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};
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let lt_name = linetype_name_for(document, e);
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let lt_scale = e.common().linetype_scale as f32;
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let (pattern_length, pattern) = resolve_pattern(&document.line_types, lt_name, lt_scale);
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let line_weight_px = {
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let ew = &e.common().line_weight;
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let resolved = match ew {
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LineWeight::ByLayer | LineWeight::ByBlock | LineWeight::Default => document
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.layers
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.get(layer_name)
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.map(|l| &l.line_weight)
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.unwrap_or(&LineWeight::Default),
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_ => ew,
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};
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const MM_TO_PX: f32 = 96.0 / 25.4;
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resolved
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.millimeters()
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.map(|mm| (mm as f32 * MM_TO_PX).max(1.0))
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.unwrap_or(1.0)
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};
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(entity_color, pattern_length, pattern, line_weight_px, aci)
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}
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/// Like `render_style_for` but resolves ByBlock properties by inheriting from
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/// the INSERT entity's already-resolved style. Call this for exploded block
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/// sub-entities so that ByBlock color/linetype/lineweight propagate correctly.
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pub(super) fn render_style_for_block_sub(
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document: &CadDocument,
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e: &EntityType,
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insert_color: [f32; 4],
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insert_pat_len: f32,
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insert_pat: [f32; 8],
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insert_lw_px: f32,
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) -> ([f32; 4], f32, [f32; 8], f32, u8) {
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let (color, pat_len, pat, lw_px, aci) = render_style_for(document, e);
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let common = e.common();
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let final_color = if common.color == AcadColor::ByBlock {
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insert_color
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} else {
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color
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};
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let (final_pat_len, final_pat) = if common.linetype.eq_ignore_ascii_case("byblock") {
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(insert_pat_len, insert_pat)
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} else {
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(pat_len, pat)
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};
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let final_lw = if matches!(common.line_weight, LineWeight::ByBlock) {
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insert_lw_px
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} else {
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lw_px
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};
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(final_color, final_pat_len, final_pat, final_lw, aci)
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}
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// ── Primitive builder helpers (called by ViewportPane's shader::Program impl) ──
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impl Scene {
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/// Build a full-scene Primitive for the model or paper view (the camera
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/// stored in `self.camera` is used as-is).
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pub(super) fn build_primitive(
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&self,
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hover_region: Option<usize>,
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bounds: Rectangle,
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show_viewcube: bool,
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) -> Primitive {
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let cam = self.camera.borrow();
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self.selection.borrow_mut().vp_size = (bounds.width, bounds.height);
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let entity_arc = self.entity_wires_arc();
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let (face3d_wires, other_wires) = split_face3d_wires(&entity_arc, &self.document);
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let all_wires = if self.interim_wire.is_none() && self.preview_wires.is_empty() {
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Arc::new(other_wires)
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} else {
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let mut v = other_wires;
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if let Some(iw) = &self.interim_wire {
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v.push(iw.clone());
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}
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v.extend(self.preview_wires.iter().cloned());
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Arc::new(v)
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};
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let bg_color = if self.current_layout == "Model" {
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self.bg_color
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} else {
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self.paper_bg_color
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};
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Primitive {
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wires: all_wires,
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face3d_wires: Arc::new(face3d_wires),
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hatches: self.hatch_models_arc(),
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wipeout_hatches: self.wipeout_models_arc(),
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images: self.images_arc(),
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meshes: self.meshes_arc(),
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uniforms: Uniforms::new(&cam, bounds),
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cam_rotation: cam.view_rotation_mat(),
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hover_region,
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bg_color,
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show_viewcube,
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geometry_epoch: self.geometry_epoch,
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}
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}
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/// Build a Primitive that renders model-space content through a specific
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/// paper-space viewport's camera, applying its layer-freeze list.
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pub(super) fn build_viewport_primitive(
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&self,
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vp_handle: Handle,
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hover_region: Option<usize>,
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bounds: Rectangle,
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) -> Primitive {
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let cam = match self.camera_for_viewport(vp_handle) {
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Some(c) => c,
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None => return self.build_primitive(hover_region, bounds, false),
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};
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let base_arc = self.model_wires_for_viewport_arc(vp_handle);
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let (face3d_wires, other_wires) = split_face3d_wires(&base_arc, &self.document);
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let all_wires = if self.interim_wire.is_none() && self.preview_wires.is_empty() {
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Arc::new(other_wires)
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} else {
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let mut v = other_wires;
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if let Some(iw) = &self.interim_wire {
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v.push(iw.clone());
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}
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v.extend(self.preview_wires.iter().cloned());
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Arc::new(v)
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};
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Primitive {
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wires: all_wires,
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face3d_wires: Arc::new(face3d_wires),
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hatches: self.hatch_models_arc(),
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wipeout_hatches: self.wipeout_models_arc(),
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images: self.images_arc(),
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meshes: self.meshes_arc(),
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uniforms: Uniforms::new(&cam, bounds),
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cam_rotation: cam.view_rotation_mat(),
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hover_region,
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bg_color: self.bg_color,
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show_viewcube: false,
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geometry_epoch: self.geometry_epoch,
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}
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}
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/// Wrap `build_viewport_primitive()` in `PaperViewportPrimitive` for use
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/// by `PaperViewportPane`, which needs its own dedicated pipeline type.
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pub(super) fn build_active_viewport_primitive(
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&self,
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vp_handle: Handle,
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hover_region: Option<usize>,
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bounds: Rectangle,
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) -> PaperViewportPrimitive {
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PaperViewportPrimitive(self.build_viewport_primitive(vp_handle, hover_region, bounds))
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}
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/// Update viewcube hover state from cursor position within `bounds`.
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pub(super) fn update_viewcube_state(
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&self,
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state: &mut CameraState,
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bounds: Rectangle,
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cursor: mouse::Cursor,
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) {
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let pos = cursor.position_in(bounds);
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let cam_rotation = self.camera.borrow().view_rotation_mat();
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if let Some(p) = pos {
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state.hover_region = hover_id(
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p.x,
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p.y,
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bounds.width,
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bounds.height,
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cam_rotation,
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VIEWCUBE_PX,
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);
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} else {
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state.hover_region = None;
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}
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}
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pub(super) fn viewcube_mouse_interaction(
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&self,
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state: &CameraState,
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) -> mouse::Interaction {
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if state.hover_region.is_some() {
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mouse::Interaction::Pointer
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} else {
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mouse::Interaction::default()
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}
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}
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}
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// ── Linetype pattern helper ───────────────────────────────────────────────
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pub(super) fn resolve_pattern(
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table: &acadrust::tables::Table<LineType>,
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name: &str,
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scale: f32,
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) -> (f32, [f32; 8]) {
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let solid = (0.0, [0.0f32; 8]);
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if name.eq_ignore_ascii_case("continuous")
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|| name.eq_ignore_ascii_case("bylayer")
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|| name.eq_ignore_ascii_case("byblock")
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|| name.is_empty()
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{
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return solid;
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}
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let lt = match table.get(name) {
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Some(lt) => lt,
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None => return solid,
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};
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if lt.is_continuous() || lt.elements.is_empty() {
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return solid;
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}
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let mut pat = [0.0f32; 8];
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let mut pat_len = 0.0f32;
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for (i, el) in lt.elements.iter().take(8).enumerate() {
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let raw = el.length as f32 * scale;
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let encoded = if raw == 0.0 {
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0.01 * scale.max(0.01)
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} else {
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raw
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};
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pat[i] = encoded;
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pat_len += encoded.abs();
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}
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if pat_len < 1e-6 {
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return solid;
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}
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(pat_len, pat)
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}
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|
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/// Partition a wire list into (face3d_wires, other_wires).
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///
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/// Uses a document handle lookup so no changes to WireModel are needed.
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/// O(N) per geometry epoch — acceptable since it runs once per epoch.
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fn split_face3d_wires(
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wires: &[WireModel],
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document: &acadrust::CadDocument,
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) -> (Vec<WireModel>, Vec<WireModel>) {
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let mut face3d = Vec::new();
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let mut others = Vec::new();
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for w in wires {
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let is_face3d = w.name.parse::<u64>()
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.ok()
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.and_then(|v| document.get_entity(Handle::new(v)))
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.map(|e| matches!(e, EntityType::Face3D(_)))
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.unwrap_or(false);
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if is_face3d {
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face3d.push(w.clone());
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} else {
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others.push(w.clone());
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}
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|
}
|
|
(face3d, others)
|
|
}
|